Dealing with inverted textures in OpenGL

Is there a "best" way to deal with the fact that 2D Textures in OpenGL are inverted?
I have a simple 2D game that uses images mapped onto quads to create the sprites. I use the Texture2D sample code to load the textures, but they are upside down.
I could say something like

glRotatef(180, 0, 0, 1);

on every render cycle, but that seems like a waste.
Should I map them onto the quad upside down?
I can't figure out how they do it in the Crash Landing sample code, which has a _rotation variable, but that just seems to be used to orient the ship.
Any ideas?

Inverting the image is not ideal, particularly if you are working with other people that will keep trying to "correct" the picture.
As a matter of fact, the images in the Crash Landing sample code are not inverted.